Strange script issue

Post » Tue Jun 19, 2012 2:41 am

I created a script recently that adjusts your weaponspeedmult while only holding one weapon, and it was working just fine, however I noticed that when I disable the mod and play the game the script still works, is there an issue with this? Also another strange issue is now when I try and edit the script there's nothing there, before there were MANY lines of code, all of it seems lost, yet the mod still works, I'm completely at a loss..
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Natalie J Webster
 
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Post » Mon Jun 18, 2012 3:59 pm

What is exactly weaponspeedmult? From what you say my guess is that you changed a game setting and that's not going to turn back to the old value just disabling the mod.
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Chantelle Walker
 
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Post » Mon Jun 18, 2012 7:53 pm

What is exactly weaponspeedmult? From what you say my guess is that you changed a game setting and that's not going to turn back to the old value just disabling the mod.

It's a little more complex than that, you see weaponspeedmult is a variable that you can change to alter the speed of your right hand weapon, left hand being leftweaponspeedmult, my mod set an int as the default weaponspeedmult (which is 0) and remembered it, then applied the speed buff (1.15, aka 15% faster speed) when you had 1 free hand and reverted the speed buff (back to 0) when both your hands were used, it works perfectly, I know the script is still working when I disable the mod because if I load up the game with the mod disabled and type "player.getav weaponspeedmult" into console with one hand free it returns "1.15", then when I equip something in both hands (mind you, this is with the mod disabled), the weaponspeedmult value goes back to 0. So it's not simply "the game remembering the values", it's "the script is still running with the mod disabled"
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Trey Johnson
 
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Post » Mon Jun 18, 2012 5:44 pm

It's a little more complex than that, you see weaponspeedmult is a variable that you can change to alter the speed of your right hand weapon, left hand being leftweaponspeedmult, my mod set an int as the default weaponspeedmult (which is 0) and remembered it, then applied the speed buff (1.15, aka 15% faster speed) when you had 1 free hand and reverted the speed buff (back to 0) when both your hands were used, it works perfectly, I know the script is still working when I disable the mod because if I load up the game with the mod disabled and type "player.getav weaponspeedmult" into console with one hand free it returns "1.15", then when I equip something in both hands (mind you, this is with the mod disabled), the weaponspeedmult value goes back to 0. So it's not simply "the game remembering the values", it's "the script is still running with the mod disabled"

It's not exactly a game setting then, but it is the same idea. If you change an actor value, the change will persist unless you undo it or something else changes it. It's like if you make a mod that sets a skill to 100, the skill will still be 100 even when you disable the said mod.
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Miss Hayley
 
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Post » Tue Jun 19, 2012 12:37 am

It's not exactly a game setting then, but it is the same idea. If you change an actor value, the change will persist unless you undo it or something else changes it. It's like if you make a mod that sets a skill to 100, the skill will still be 100 even when you disable the said mod.

The point I'm making is that the script changes the value depending on what you have equipped, and with the mod disabled the value STILL changes depending on what you have equipped, as if the mod was enabled.
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Natalie J Webster
 
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Post » Mon Jun 18, 2012 5:42 pm

The point I'm making is that the script changes the value depending on what you have equipped, and with the mod disabled the value STILL changes depending on what you have equipped, as if the mod was enabled.

So let's see if I understand you. Your point is that if you enable the mod and save the game while having both hands equiped so the speed buff is reverted, then you exit the game, disable the mod, reopen the game and load the savegame then player.getav weaponspeedmult is still returning 1.15?

It's that's the case I would try setting it to 0 via console, saving and loading to see if it's still changing...but it should not if the mod is disabled...


EDIT: Because you created a new script, right? I mean you didn't reuse a vanilla one, did you?
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sally coker
 
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Post » Mon Jun 18, 2012 9:21 pm

So let's see if I understand you. Your point is that if you enable the mod and save the game while having both hands equiped so the speed buff is reverted, then you exit the game, disable the mod, reopen the game and load the savegame then player.getav weaponspeedmult is still returning 1.15?

It's that's the case I would try setting it to 0 via console, saving and loading to see if it's still changing...but it should not if the mod is disabled...


EDIT: Because you created a new script, right? I mean you didn't reuse a vanilla one, did you?

I've tried that, it just goes right back to 1.15 or 0 depending entirely on what I have equipped, as if the mod is still enabled
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Flutterby
 
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Post » Mon Jun 18, 2012 6:13 pm

I've tried that, it just goes right back to 1.15 or 0 depending entirely on what I have equipped, as if the mod is still enabled

I edited the last post but maybe it was too late. Can you confirm that you created a new script and not modified a vanilla one? If it's indeed a new one as I understood from the opening post, maybe the best would be that you post the script and how you implemented it so it can be tested and seen if it's a bug or a "feature" ...
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Tha King o Geekz
 
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Post » Tue Jun 19, 2012 1:39 am

I edited the last post but maybe it was too late. Can you confirm that you created a new script and not modified a vanilla one? If it's indeed a new one as I understood from the opening post, maybe the best would be that you post the script and how you implemented it so it can be tested and seen if it's a bug or a "feature" ...

I'd post the script if I could, but as I said in the original post, the script code is gone, when I edit the script it's all blank, yet the mod still works...
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Nicole M
 
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Post » Tue Jun 19, 2012 5:56 am

I'd post the script if I could, but as I said in the original post, the script code is gone, when I edit the script it's all blank, yet the mod still works...

Did you delete the script file from the source folder? You could get it from there if you remember the name of it.
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Charleigh Anderson
 
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Post » Mon Jun 18, 2012 5:06 pm

Have you uploaded the mod to the workshop at all? It might be using the script packed into the .bsa file that the creation kit makes before uploading to the workshop. If so you can extract the scripts from that. I'm thinking this because it happened to me, the game uses the scripts from the .bsa instead of any scripts that you can edit in the creation kit.
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Ricky Meehan
 
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Post » Mon Jun 18, 2012 10:07 pm

Have you uploaded the mod to the workshop at all? It might be using the script packed into the .bsa file that the creation kit makes before uploading to the workshop. If so you can extract the scripts from that. I'm thinking this because it happened to me, the game uses the scripts from the .bsa instead of any scripts that you can edit in the creation kit.

That was it!! omg you have no idea how happy I am, thank you SO much!!
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biiibi
 
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Post » Mon Jun 18, 2012 9:05 pm

That was it!! omg you have no idea how happy I am, thank you SO much!!

Hah, np :wink:. I feel like that should be stickied somewhere because I was wondering earlier how many people that happens to.
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lexy
 
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